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- fixed: NULLing the flash state in P_BringUpWeapon should be done before setting the main weapon state so that it doesn't cancel any flash state effects that get initiated there.
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1 changed files with 1 additions and 1 deletions
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@ -207,10 +207,10 @@ void P_BringUpWeapon (player_t *player)
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player->ReadyWeapon = weapon;
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player->ReadyWeapon = weapon;
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player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
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player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
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? WEAPONTOP : WEAPONBOTTOM;
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? WEAPONTOP : WEAPONBOTTOM;
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P_SetPsprite (player, ps_weapon, newstate);
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// make sure that the previous weapon's flash state is terminated.
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// make sure that the previous weapon's flash state is terminated.
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// When coming here from a weapon drop it may still be active.
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// When coming here from a weapon drop it may still be active.
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P_SetPsprite(player, ps_flash, NULL);
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P_SetPsprite(player, ps_flash, NULL);
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P_SetPsprite (player, ps_weapon, newstate);
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player->mo->weaponspecial = 0;
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player->mo->weaponspecial = 0;
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}
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}
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